//twopts.txt - Like basic monst, but this character spends all its time oscillating 
// between two nav points.
// Memory Cells:
//   Cell 0 - Dialogue node
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//	 Cell 3 - The nav point the character marches to.
//   Cell 4 - If 1, this creature goes straight to the nav point immediately
//     and never returns

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;
short last_abil;
short talk = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Captain Bhara");
	set_level(ME,20);
	set_boss_level(ME,2);
	set_aggression(ME,6);
	
	last_abil = get_current_tick();
	break;

beginstate DEAD_STATE;
	set_spec_item(51,1);
	begin_talk_mode(7);
break;

beginstate START_STATE; 
	if (gf(37,3) == 0)
		end();
	if (path_a_or_b == 0) {
		if (dist_to_nav_point(ME,1) <= 1) {
			path_a_or_b = 1;
			set_aggression(ME,10);
			set_attitude(ME,10);
			}
			else approach_nav_point(ME,1,2);
		end();
		}
		
	// if I have a target for some reason, go attack it
	if (target_ok()) {
		if (dist_to_char(get_target()) <= 16)
			set_state(3);
			else set_foe_target(ME,-1);
		}
	
	if (get_foe_target(ME,8,0)) {
		if (talk == 0) {
			talk = 1;
			begin_talk_mode(6);
			}
		do_attack();
		set_state(3);
		}
	if (who_shot_me() >= 0) {
		if (talk == 0) {
			talk = 1;
			begin_talk_mode(6);
			}
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
	

	if (am_i_doing_action() == FALSE)
		end_combat_turn();
break;

beginstate 3; // attacking
	if (target_ok() == FALSE)
		set_state(START_STATE);

	if (talk == 0) {
		talk = 1;
		begin_talk_mode(6);
		}
		
	if ((tick_difference(last_abil,get_current_tick()) > 0) && (is_combat())) {
		last_abil = get_current_tick();
		if (char_ok(70) == FALSE) {
			spawn_creature(62);
			set_name(70,"Fresh Spawnling");
			}
			else if (char_ok(71) == FALSE) {
				spawn_creature(63);
				set_name(71,"Fresh Spawnling");
				}
			else if (char_ok(72) == FALSE) {
				spawn_creature(64);
				set_name(72,"Fresh Spawnling");
				}
		}
		
	do_attack();
break;

beginstate TALKING_STATE;
	if (get_memory_cell(0) == 0) {
		print_str("Talking: You make a bit of small talk with this person, but don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(0));
	break;